mirror of https://github.com/PrimeDecomp/prime.git
101 lines
2.4 KiB
C++
101 lines
2.4 KiB
C++
#ifndef _CRUMBLEVOICE
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#define _CRUMBLEVOICE
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#include "types.h"
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#include "rstl/reserved_vector.hpp"
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#include "rstl/vector.hpp"
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enum ERumbleFxId {
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kRFX_Zero = 0,
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kRFX_One = 1,
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kRFX_CameraShake = 6,
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kRFX_EscapeSequenceShake = 7,
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kRFX_PlayerBump = 11,
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kRFX_PlayerGunCharge = 12,
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kRFX_PlayerMissileFire = 13,
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kRFX_PlayerGrappleFire = 14,
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kRFX_PlayerLand = 15,
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kRFX_PlayerGrappleSwoosh = 17,
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kRFX_IntroBossProjectile = 19,
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kRFX_Twenty = 20,
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kRFX_TwentyOne = 21,
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kRFX_TwentyTwo = 22,
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kRFX_TwentyThree = 23
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};
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enum ERumblePriority {
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kRP_None = 0,
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kRP_One = 1,
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kRP_Two = 2,
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kRP_Three = 3,
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};
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struct SAdsrData {
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SAdsrData();
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SAdsrData(float attackGain, float autoReleaseDur, float attackDur, float decayDur,
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float sustainGain, float releaseDur, bool hasSustain, bool autoRelease);
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float x0_attackGain;
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float x4_autoReleaseDur;
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float x8_attackDur;
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float xc_decayDur;
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float x10_sustainGain;
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float x14_releaseDur;
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bool x18_24_hasSustain : 1;
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bool x18_25_autoRelease : 1;
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};
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struct SAdsrDelta {
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enum EPhase {
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kP_Stop,
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kP_PrePulse,
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kP_Attack,
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kP_Decay,
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kP_Sustain,
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kP_Release,
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};
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SAdsrDelta(EPhase phase, ERumblePriority priority);
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SAdsrDelta(EPhase phase);
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static SAdsrDelta Stopped();
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static SAdsrDelta Start(ERumblePriority priority, bool prePulse);
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float x0_curIntensity;
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float x4_attackTime;
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float x8_decayTime;
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float xc_releaseTime;
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float x10_autoReleaseTime;
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float x14_attackIntensity;
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float x18_sustainIntensity;
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ERumblePriority x1c_priority;
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EPhase x20_phase;
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};
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class CRumbleVoice {
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private:
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rstl::vector< SAdsrData > x0_datas;
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rstl::vector< SAdsrDelta > x10_deltas;
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rstl::reserved_vector< ushort, 4 > x20_handleIds;
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ushort x2c_usedChannels;
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uchar x2e_lastId;
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public:
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CRumbleVoice();
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short Activate(const SAdsrData& data, ushort idx, float gain, ERumblePriority prio);
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void Deactivate(short id, bool b1);
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void HardReset();
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bool UpdateChannel(SAdsrDelta& delta, const SAdsrData& data, float dt);
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bool Update(float dt);
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ushort GetFreeChannel() const;
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float GetIntensity() const;
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bool OwnsSustained(short id) const;
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short CreateRumbleHandle(ushort idx);
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ushort GetChannelId(short handle) const { return handle & 0xf; }
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ushort GetOwnerId(short handle) const { return ((handle >> 8) & 0xFF); }
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ERumblePriority GetPriority(uint idx) { return x10_deltas[idx].x1c_priority; }
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};
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#endif // _CRUMBLEVOICE
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